Spells
(MP: 5 × T, Target: Up to three creatures, Duration: Scene)
You weave magical energy and protect the targets from the fury of the elements. Choose a damage
type: air, bolt, earth, fire, or ice. Until this spell ends, each target gains Resistance against the chosen
damage type.
(MP: 10, Target: One weapon, Duration: Scene)
You imbue a weapon with elemental energy. Choose a damage type: air, bolt, earth, fire, or ice.
Until this spell ends, all damage dealt by the weapon becomes of the chosen damage type. If you have that
weapon equipped while you cast this spell, you may perform a free attack with it as part of the same action.
This spell can only be cast on a weapon equipped by a willing creature.
(MP: 20, Target: One creature, Duration: Instantaneous)
You channel a single ray of fire towards your foe, its temperature so high that it will pierce
through most defenses. The target suffers 【HR + 25】 fire damage. Damage dealt by this spell ignores
Resistances.
(MP: 10 × T, Target: Up to three creatures, Duration: Instantaneous)
You weave electricity into a wave of crackling bolts. Each target hit by this spell suffers 【HR
+ 15】 bolt damage. Opportunity: Each target hit by this spell suffers dazed.
(MP: 10 × T, Target: Up to three creatures, Duration: Instantaneous)
You coat your foes under a thick layer of frost. Each target hit by this spell suffers 【HR+ 15】
ice damage. Opportunity: Each target hit by this spell suffers slow.
(MP: 20, Target: One creature, Duration: Instantaneous)
A pillar of ice magic envelops your foe, suddenly dropping their body temperature to a critical
level. The target suffers【HR + 25】ice damage. Damage dealt by this spell ignores Resistances.
(MP: 10 × T, Target: Up to three creatures, Duration: Instantaneous)
You unleash a searing barrage against your foes, conjuring flames out of thin air. Each target
hit by this spell suffers 【HR + 15】 fire damage. Opportunity: Each target hit by this spell suffers shaken.
(MP: 10, Target: Self, Duration: Instantaneous)
The wind carries your strikes across the battlefield. You may immediately perform a free attack
with a melee weapon you have equipped. This attack may target creatures that can only be targeted by ranged
attacks. If you used a weapon belonging to the brawling or spear Category for this attack, it deals 5 extra
damage. If you hit a flying target with this attack, you may force them to land immediately.
(MP: 10 × T, Target: Up to three creatures, Duration: Instantaneous)
Spires of jagged rock erupt from the ground beneath your foes, closing around them. Each target
hit by this spell suffers【HR + 15】earth damage. This spell cannot target creatures who are flying, floating,
falling, or otherwise in mid-air. Opportunity: Each target hit by this spell performs one fewer action on
their next turn (to a minimum of 0 actions).
(MP: 20, Target: One creature, Duration: Instantaneous)
You send lightning striking at your foe. The target suffers【HR + 25】bolt damage. Damage dealt by
this spell ignores Resistances.
(MP: 10 × T, Target: Up to three creatures, Duration: Instantaneous)
You summon the power of winds against your enemy. Each target hit by this spell suffers【HR +
15】air damage. Opportunity: Each flying target hit by this spell is forced to land immediately.
(MP: 40, Target: One Creature, Duration: Instantaneous)
Required Heroic Skill: Volcano. You channel the fury of the planet into a powerful wave of fire
and magma. Choose one option: one creature you can see suffers 50 fire damage; OR you choose any number of
creatures you can see, and each of them suffers 30 fire damage. These amounts increase by 5 if you are level
20 or higher, or by 10 if you are level 40 or higher. Damage dealt by this spell ignores Resistances and
Immunities.
(MP: 10, Target: Self, Duration: Scene)
A roaring gale surrounds you, blowing away arrows and bullets. Until this spell ends, you gain a
+2 bonus to your Defense against ranged attacks.
(MP: 20, Target: One creature, Duration: Scene)
You bend the fabric of time. Until this spell ends, the target gains the ability to perform a
single additional action during each of their turns. Once the target has performed a total of two additional
actions granted by this spell, this spell ends.
(MP: 20, Target: One creature, Duration: Scene)
You alter the very nature of your target. Until this spell ends, if the target would suffer
damage of a type they Absorb or are Immune to, they are instead treated as if they were Vulnerable to that
damage type. Once that happens, this spell ends.
(MP: 50, Target: One Creature, Duration: Instantaneous)
Required Heroic Skill: Comet. You rip open a large portal to the Cosmos, calling down astral
debris from the gaping void. Choose on option: one creature you can see suffers 60 untyped damage; or you
choose any number of creatures you can see, and each of them suffers 40 damage. These amounts increase by 5
if you are level 20 or higher, or by 10 if you are level 40 or higher. Damage dealt by this spell has no
type (thus being unaffected by damage Affinities).
(MP: 10, Target: One equipped weapon, Duration: Scene)
You imbue a weapon with dark energy. Until this spell ends, all damage dealt by the weapon
becomes of the dark type. If you have that weapon equipped while you cast this spell, you may perform a free
attack with it as part of the same action. This spell can only be cast on a weapon equipped by a willing
creature.
(MP: 10, Target: One creature, Duration: Instantaneous)
You release a wave of negative energy and cleanse all magic from a creature. If the target is
affected by one or more spells with a duration of Scene, they are no longer affected by any of those spells
instead.
(MP: 10, Target: Self, Duration: Scene)
You glimpse briefly into the future. Until this spell ends, after a creature you can see
performs a Check, if it was not a fumble nor a critical success, you may force that creature to reroll both
dice. Once you have forced two rerolls this way, this spell ends.
(MP: 5, Target: One creature, Duration: Instantaneous)
You consume a creature's psyche. The target loses 【HR + 15】 Mind Points. Then, you recover
an amount of Mind Points equal to half the Mind Points loss they suffered (if the loss was reduced to 0 in
some way, you recover none).
(MP: 10, Target: One creature, Duration: Instantaneous)
You steal another creature's life force. The target suffers 【HR + 15】 dark damage. Then, you
recover an amount of Hit Points equal to half the Hit Points loss they suffered (if the loss was reduced to
0 in some way, you recover none).
(MP: up to 20, Target: Special, Duration: Instantaneous)
You summon a vortex of chaotic energy. Roll your current Willpower die once for every 10 Mind
Points spent while casting this spell, then keep the single die you prefer: the number on that die
determines the effects of this spell. 1 You lose half of your current Hit Points and half of your current
Mind Points. 2-3 Each creature present on the scene, including yourself, suffers poisoned. 4-6 Each creature
present on the scene, including yourself, suffers slow. 7-8 Choose up to three creatures you can see: each
of them recovers 50 Hit Points and also recovers from all status effects. 9+ Choose any number of creatures
you can see: each of them suffers 30 damage. The damage type is determined randomly by rolling a d6: 1. air
2. bolt 3. dark 4. earth 5. fire 6. poison.
(MP: 10, Target: One creature, Duration: Scene)
You twist the laws of magic. Until this spell ends, if an offensive (⚡) spell is cast on the
target, the creature who cast that offensive spell will be targeted in their stead (any other targets of the
offensive spell will be targeted as normal). Once that happens, this spell ends.
(MP: 20, Target: One creature, Duration: Instantaneous)
You invoke doom on your foe, turning strength into frailty. The target loses an amount of Hit
Points equal to【20 + half the target's level】.
(MP: 10, Target: One creature, Duration: Instantaneous)
You trap a foe inside a circle of altered time and space. The target will perform one fewer
action on their next turn (to a minimum of 0 actions).
(MP: 10 x T, Target: Up to three creatures, Duration: Instantaneous)
A storm of dark energy turns matter into ash. Each target hit by this spell suffers 【HR + 15】
dark damage. Opportunity: Each target hit by this spell suffers weak.
(MP: 5 x T, Target: Up to three creatures, Duration: Scene)
You project your soul outside your body and direct it to surround the targets, shielding them
from dangerous magic. Until this spell ends, each target may treat their Magic Defense as being equal to 12
against any effects that target it (they are still free to use their normal Defense score if higher than
12).
(MP: 20, Target: One creature, Duration: Scene)
You allow a creature to focus their vital energy into accomplishing what they previously could
not. Choose one Attribute: Dexterity, Insight, Might, or Willpower. Until this spell ends, the target treats
the chosen Attribute as if it were one die size higher (up to a maximum of d12).
(MP: 5 x T, Target: Up to three creatures, Duration: Scene)
You project your soul outside your body and weave it into a barrier to protect the targets from
attacks. Until this spell ends, each target may treat their Defense as being equal to 12 against any effects
that target it (they are still free to use their normal Defense score if higher than 12).
(MP: 5 x T, Target: Up to three creatures, Duration: Instantaneous)
You strengthen and purify the soul energy coursing through your companions. Each target recovers
from all status effects.
(MP: 10, Target: One creature, Duration: Instantaneous)
You cause a creature to lose any semblance of temper and act brazenly. The target suffers
enraged and cannot perform the Guard or Spell actions during their next turn.
(MP: 5 x T, Target: Up to three creatures, Duration: Instantaneous)
You alter the senses of your enemies, causing them to experience bizarre or frightening
hallucinations. Choose dazed or shaken: you inflict the chosen status effect on each target hit by this
spell.
(MP: 10 × T, Target: Up to three creatures, Duration: Instantaneous)
You invigorate your companions, soothing their pain and healing their fatigue. Each target
recovers 40 hp. This amount increases to 50 hp if you are level 20 or higher, or to 60 hp if you are level
40 or higher.
(MP: 40, Target: Surrendered PC, Duration: Instantaneous)
Required Heroic Skill: Hope. You rekindle the flames of courage and hope within a defeated hero.
Choose a Player Character who surrendered but is still present on the scene: that Player Character
immediately regains consciousness and recovers an amount of Hit Points equal to their Crisis score. Note
that this spell will not undo the consequences of the character's surrender and is of no use if the
character left the scene as part of their surrender — such as if they were captured and dragged away, or if
they were trapped in a parallel dimension, and so on. A Player Character may only be affected by this spell
once per scene; if a character is brought back into the conflict by this spell and is subsequently reduced
to 0 Hit Points again, they must sacrifice themselves or surrender as per the normal rules (including a new
consequence and 2 more Fabula Points if they surrender).
(MP: 10 x T, Target: Up to three creatures, Duration: Instantaneous)
You focus your inner energy into a barrage of blinding soul rays. Each target hit by this spell
suffers 【HR + 15】light damage. Opportunity: Each target hit by this spell suffers dazed.
(MP: 20, Target: One creature, Duration: Scene)
You strengthen the heart of a creature against suffering and despair. Until this spell ends, if
the target would be reduced to 0 Hit Points, they are instead left standing with exactly 1 Hit Point. Once
that happens, this spell ends.
(MP: 5 x T, Target: Up to three creatures, Duration: Scene)
You protect the targets from attacks that would corrupt their body and spirit. Choose dazed,
enraged, poisoned, shaken, slow, or weak. Until this spell ends, each target becomes immune to the chosen
status effect.
(MP: 10, Target: One equipped weapon, Duration: Scene)
You imbue a weapon with the cleansing energy of your spirit. Until this spell ends, all damage
dealt by the weapon becomes of the light type. If you have that weapon equipped while you cast this spell,
you may perform a free attack with it as part of the same action. This spell can only be cast on a weapon
equipped by a willing creature.
(MP: 5 x T, Target: Up to three creatures, Duration: Instantaneous)
You smother the soul energy coursing through the bodies of your foes, hindering their movements.
Choose slow or weak: you inflict the chosen status effect on each target hit by this spell.